SC: The trading card game.
by Rickymm3 | 05/01/2010 07:09:06![]() Would be cool no? For the sake of discussion... I've actually developed a trading card game in my spare time. Its a hybrid of MTG and Yugioh, and i'd like to share it just to get some discussion going. Obviously the Warcraft trading card game has been rather successful. The game didnt start out as a StarCraft game, although when creating it, I used the 3 classes from StarCraft as templates to develop different "starter decks." The outcome has a rather interesting RTS feel. I hope perhaps we can develop it further with some positive critiques and discussion. Short description of rules In this game there are 2 rows where you can play cards. There is the back row and front row. The front row is labeled (conveniently) "The Frontline." The back row, aptly named, "The Camp" is comprised of 5 card slots and is the players base area. Players start with 2000 health. You play creatures, structures, spells, decoys, and upgrades cards. Each type of card has unique properties. Some Spell and upgrade cards have specific requirements to work with certain creatures. For instance. If you want to equip a "burrow" spell card(power 2 requirement) to a "lurker" creature card(power 2). Then you may do so. However, you can't equip Burrow to a power 1 zergling creature card because its power is too low. The Field The Camp is made up of no more than 5 cards. All creature cards in the camp are typically face down. Structures(explained later) are the exception. When a face down Creature card in the Camp is attacked, the card is flipped face up, and remains in the Camp until moved forward in the command phase. After it is flipped, its ATK is used while battling monsters The Front. These creatures are your front line, and must be destroyed before the back row can be attacked. Limited to 5 as well. Graveyard. This is where all destroyed or used cards are sent. Your turn *Standby phase: The time before the player begins his turn where certain card effects may occur. (The immediate beginning of a players turn) *Draw phase: Player draws a card. *Command phase: Players can play face up Spell Cards or Upgrade Cards, and move Creatures from the Camp to the Front. You may move only one monster from the Camp to the Front each turn, unless otherwise stated by a card effect *Attack phase: Players attack, they can reveal specific cards that are set on the field. They can not play any cards from their hands. *Damage Calculation: Monsters that were killed are removed, and damage to players is applied *Porting phase(think protoss): Players can play any Spell or Upgrade cards, or port in new cards. All monsters summoned by sacrificing must be summoned face up in the Front. if players sacrifice creatures to bring out stronger creatures, those creatures are played Face-up on the Front *End phase: End of players turn. Types of cards: Creatures: Face down play: Summon as many * creatures face down in camp as you want A face down creature that is attacked uses its ambush stat. At that point, it is "revealed" During your command phase(main phase), you can move 1 unrevealed creature to revealed status. All creature cards have ATTACK and AMBUSH stats. ATTACK = when the creature is faceup and is attacked. AMBUSH = when the creature is facedown and is attacked. Some creatures have special effects which activate at specific times. These are "trigger" effects. Creatures can also have specific effects such as : Flying, Initiative(more to come) Flying = Creatures can attack the back row, Can only be blocked in the front row by other creature with flying. must attack creature with flying in the front row in order to attack backrow Initiative = When creature with initiative battles a creature with equal ATK or AMB, it is not destroyed haste = can be played directly in the front face up. Creature cards have Power Levels. Creatures with 1 power can be summoned without sacrifice. Creatures with 2 power, need 2 power to be brought out, and so on. Creatures with 4 power or more, will usually require a special summoning Decoy Cards Can only be played face down during summoning phase. Decoys are set face down in camp. Once set, their position can not be altered except by a card effect Once attacked by opponents creature, the card is flipped face up, and its effect is activated. If it is flipped up by a card effect, the effect is activated. If the effect cannot designate anything, it fizzles and the decoy is destroyed You take no damage if a decoy is attacked Structure Cards Structure Cards are played face up in the base camp. Their effects are applied immediately Structure Cards have HEALTH(not ATK, though it functions the same way, it just doesnt deal damage back). If an enemy creature attacks with a higher ATTACK then the structures HEALTH, the structure is destroyed. Spell (perhaps renamed "ability?" All spell cards can be played face down. On your turn: Players can play any spell card during command and summon phase. During battle phase, you may only play cards that are face down on the field and that can be channeled through a monster. On opponents turn: You may play cards that are face down on the field and that can be channeled through a monster Upgrade Cards Can be played during command phase and summoning phase. Upgrade cards typically increase a creature cards power. They are "equip" cards and attach to other cards They take up no extra slots, and are equipped ON the card If a monster has an Upgrade card on it, and is flipped face down, the Upgrade Card is destroyed. |
by Zhydaris | 05/01/2010 11:06:01![]()
Nevertheless, I congratulate you for your effort, this is a really interesting project and it deserves some visibility ;) I find the ambush mechanic particularly fun by the way, keep up the good work! RTS Community Team Blizzard Europe |


